[5.11.1]
| DoM 1) Animal Enhancement | ||||
| Learning Rate: + ( Strength )+ ( Dexterity )+ ( Agility )+ ( Constitution )+ ( Faith ) | ||||
| CT: 100 pulses | R: Touch | D: 60 minutes | ST: None | |
| This Spell will also allow the target to assume the one most characteristic aspect of any mammal known to the Cleric. Some examples of the effect are: Squirrel: +3 Agility; Cat: +15% Stealth; Bear: +3 Strength; Monkey: +3 Dexterity. The effect will generally be +3 to a Physical Statistic or +15% to a Skill. The Spell may be cast multiple times for multiple effects. | ||||
| Base:100 | ||||
| +15% Skill or +3 to Physical Stat | ||||
[5.11.2]
| DoM 1) Attune | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Self | D: 24 hours | ST: None | |
| The Cleric is brought into harmony with the natural world. No natural animal, plant or phenomenon will voluntarily harm the Cleric. Likewise, the Cleric may not harm such creatures. This Spell will not effect supernatural creatures or phenomenon, nor will the Cleric be aware of such through this Spell. | ||||
| Base:100 | ||||
| Nothing natural will harm caster. | ||||
[5.11.3]
| DoM 1) Predict Weather | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: 100 kilometers | D: None | ST: None | |
| This Spell grants the Cleric knowledge of all weather phenomena for 100 kilometers surrounding the casting point for the following 72 hours. | ||||
| Base:100 | ||||
| Know weather for 3 days. | ||||
[5.11.4]
| DoM 1) Summon Animal Companion | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: 1 kilometer | D: 24 hours | ST: None | |
| the Cleric may attract one animal to him or herself and make this animal serve the Cleric faithfully for the duration of the Spell. The creature will obey any reasonable command or request from the Cleric. This Spell will establish basic communication between the Cleric and the animal. Alternatively, this Spell will allow the Cleric to summon his or her totem animal as a permanent companion. This animal will be a prime specimen. It is intelligent, will obey all of the Cleric's commands, and act as a familiar. As long as the totem animal is within 5 meters of the Cleric, he or she may add +3 to Magic Talent and +3 to Faith. The Cleric must fast and pray for several days in order to gain the companion. | ||||
| Base:100 | ||||
| Summon totem animal, +3 MT/FTH. | ||||
[5.11.5]
| DoM 2) Nature's Cloak | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 60 minutes | ST: None | |
| This Spell will completely protect the target from all natural effects of weather, including heat, cold, rain, hail, snow and lightning. The Spell will not completely stop extreme heat or cold, as from fires or Spells, but it will still half the damage. | ||||
| Base:200 | ||||
| Protect target from natural effects. | ||||
[5.11.6]
| DoM 2) Nature's Shroud | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 60 minutes | ST: None | |
| In a natural setting, this Spell will make the target extremely difficult to detect without Spells or extraordinary means. Normal senses will find the target only 1% of the time. | ||||
| Base:200 | ||||
| Hide target in natural setting. | ||||
[5.11.7]
| DoM 2) Nature's Trail | ||||
| Learning Rate: + ( Intellect )+ ( Faith* 2 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Self | D: 60 minutes | ST: None | |
| The Cleric may easily forge a trail through any natural setting at a normal walking pace. Nature spirits assist in forging the trail, creating a passable zone of 5 meters surrounding the Cleric. The Cleric may choose to leave the trail open, or have the spirits close the trail after his or her passing. | ||||
| Base:200 | ||||
| Forge trail through natural setting. | ||||
[5.11.8]
| DoM 2) Repel Common Creatures | ||||
| Learning Rate: + ( Intellect )+ ( Faith* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 100 meters | D: 60 minutes | ST: Faith | |
| This Spell will repel any combination of common creatues from the vicinity of the Cleric. Upon casting, up to 15*Cleric's Will number of creatures will begin moving away from the Cleric at maximum speed. The Spell does not affect sentient creatures. | ||||
| Base:200 | ||||
| Repel 15*Will natural creatures. | ||||
[5.11.9]
| DoM 2) Shelter | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Self | D: 60 minutes | ST: None | |
| The Cleric may weave vegetation and/or shape earth or rock into a secure, weatherproof shelter. The shelter may accomodate up to 6 people plus 1 additional person per DoM of prayer. The Cleric is assisted in the creation of the shelter by various nature spirits. | ||||
| Base:200 | ||||
| Create shelter. | ||||
[5.11.10]
| DoM 2) Summon Common Creatures | ||||
| Learning Rate: + ( Intellect )+ ( Faith* 2 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: 10 kilometers | D: 8 hours | ST: None | |
| This Spell will allow the Cleric to summon natural creatures. Upon the casting of the Spell, natural creatures of the Cleric's choosing within the range of the Spell will begin to make their way to the Cleric. The animals will gather at the point of casting, before being released to their own free will. The Spell grants no control to the Cleric, just brings the creatures to a single point. | ||||
| Base:200 | ||||
| Summon natural creatures. | ||||
[5.11.11]
| DoM 3) Spirit Trail | ||||
| Learning Rate: + ( Intellect )+ ( Faith* 2 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: Self | D: 60 minutes | ST: None | |
| The Cleric may easily forge a trail through any natural or supernatural setting, including a magically entangled forest, at a normal walking pace. Nature spirits assist in forging the trail, creating a passable zone of 5 meters surrounding the Cleric. The Cleric may choose to leave the trail open, or have the spirits close the trail after his or her passing. | ||||
| Base:300 | ||||
| Forge trail through all settings. | ||||
[5.11.12]
| DoM 3) Summon Nature Spirit | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Self | D: 24 hours | ST: None | |
| With this Spell the Cleric can summon and control a nature minor spirit. It is invisible, has 10 Base Hit Points, no armor, and may cast the first four DoMs of one of the four Mage Elemental Magic Spell Lists. The spirit has 27 SPP and a 15 Magic Talent with +5 bonus from Mystic Theory. The summoning Cleric may decide which Elemental Spell List the spirit possesses. The spirit will serve the Cleric for one day or until slain. | ||||
| Base:300 | ||||
| Summon minor nature spirit | ||||
[5.11.13]
| DoM 4) Entangle | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 minutes | R: Special | D: 24 hours | ST: None | |
| With the help of nature spirits, the Cleric may create a barrier of vines and vegetation, which will slow and entangle anyone who attempt to follow or approach the Cleric. An area 100 meters in radius per DoM of Prayer of the Cleric will be affected by the Spell. Every 3 meters, there is a 25% chance of the creature being ensnared and held. If cast in combination with Thorns, the chance of being ensnared rises to 50%. To break free, the creature must make a Strength Save at -5 to break free. An attempt to break free may be made every 30 seconds. There must be some natural vegetation present for the Spell to operate. The vines will not be obvious until creatures attempt to force their way through the barrier. | ||||
| Base:400 | ||||
| Entangling vegetation. | ||||
[5.11.14]
| DoM 4) Fog | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 500 meters | D: 8 hours | ST: Faith | |
| When the Cleric casts this Spell, a heavy ("pea-soup") fog is created within a radius of 500 meters surrouding the Cleric. This fog may only be seen through by the Cleric and his/her Companions. | ||||
| Base:400 | ||||
| Heavy fog; clear to Cleric and companions. | ||||
[5.11.15]
| DoM 4) Shape Change | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Touch And/Or Companions | D: 8 hours | ST: None | |
| Upon casting this Spell, the targets may assume the shape and abilities of any natural mammal, bird, fish or tree for the duration of the Spell. The targets will retain human intelligence. The targets will be able to alter their shapes repeatedly while under the influence of this Spell, with each alteration taking 30 seconds. The animal may be no larger than 2 times the size of the Cleric and no smaller than 25% of the Clerics size. | ||||
| Base:400 | ||||
| Shape Change to natural organism. | ||||
[5.11.16]
| DoM 4) Thorns | ||||
| Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 minutes | R: Special | D: 24 hours | ST: None | |
| With the help of nature spirits, the Cleric may create a barrier of thorny vegetation, which will slow and possibly damage anyone attempting to follow or approach the Cleric. An area 100 meters in radius per DoM of Prayer of the Cleric will be affected by the Spell. The thorns move with the Cleric and will do 2 points of damage for each DoM of Prayer of the casting cleric for every 3 meters of barrier thickness that an approacher passes through. In addition, forward progress through the thorns will be a one quarter speed. There must be some natural vegetation present for the Spell to operate. The thorns will not be obvious until creatures attempt to force their way through the barrier. | ||||
| Base:400 | ||||
| Barrier of thorns. | ||||
[5.11.17]
| DoM 4) Thunderclap | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 15 meters @ | D: None | ST: Faith | |
| When this Spell is cast, everyone within 15 meters of the Cleric, including the Cleric, must make a Saving Throw as a tremendous thunderclap goes off. If the Saving Throw is made, the target experiences a ringing in the ears. If the Saving Throw is failed, the target is deafened for 15 to 30 minutes. If the target fails its Saving Throw by 5 or more, then the target is knocked unconscious for 15 to 30 minutes, and has a 30% chance of waking up permanently deafened. | ||||
| Base:400 | ||||
| Deafen area. | ||||
[5.11.18]
| DoM 5) Become Great Beast | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Touch | D: 8 hours | ST: None | |
| Upon casting this Spell, the targets may assume the shape and abilities of any of the great Beasts as detailed in the Monstrous Manual, for the duration of the Spell. These include the Great Wolf, Great Lion, and Great Bear. The targets will retain human intelligence. | ||||
| Base:500 | ||||
| Become great Beast. | ||||
[5.11.19]
| DoM 6) Summon Great Beast | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: 10 kilometers | D: 24 hours | ST: Will | |
| The Cleric may summon and control one of the great Beasts as detailed in the Monstrous Manual. These include the Great Wolf, Great Lion, and Great Bear. The summoned animal will obey all of the Cleric's commands. The Cleric can also use this Spell to attempt to control a normally occurring Great Beast. In this case, the Great Beast gets a Saving Throw vs. Will. | ||||
| Base:600 | ||||
| Summon great Beast | ||||
[5.11.19]
| DoM 6) Organic Manipulation | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 100 pulses | R: 100 meters | D: 30 minutes | ST: None | |
| The Cleric may affect 100 kg of the natural world per DoM of Prayer per minute and the material affected will remain in the shape chosen by the Cleric until dispelled or reworked. This Spell will allow the Mage to do things like create dwellings inside living trees, fashion mazes of carnivorous plants, and other items of fantasy. This Spell may be used to heal diseased vegetation. | ||||
| Base:600 | ||||
| Shape 100 kg of natural world per Prayer DoM per min. | ||||
[5.11.20]
| DoM 7) Control Weather | ||||
| Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will ) | ||||
| CT: 5 minutes | R: 10 kilometers | D: 8 hours | ST: None | |
| The Cleric may control the weather in a 10 kilometer radius around the Cleric. He or she may speed up or slow down natural patterns. | ||||
| Base:700 | ||||
| Control weather in 10 km radius. | ||||
[5.11.21]
| DoM 7) Lycanthropy | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Touch | D: 8 hours | ST: None | |
| This Spell imparts true, controllable Lycanthropy to the target. While in animal form, the targets may only be harmed by silver, fire, and magic. The target may choose the form of any animal that is not more than four times or less than one-quarter the weight of the targets' natural form. | ||||
| Base:700 | ||||
| True, controllable Lycanthropy | ||||
[5.11.22]
| DoM 8) Summon Great Nature Spirit | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: Self | D: 24 hours | ST: None | |
| With this Spell the Cleric can summon and control a great nature spirit. It is invisible, has 100 Base Hit Points, no armor, and may cast up to 30 DoMs of one of the four Mage Elemental Magic Spell Lists (see example in Monster Manual). The spirit has 120 SPP, a 20 Magic Talent, and a Base Cast Chance of 160%. The summoning Cleric may decide which Elemental Spell List the spirit possesses. The spirit will serve the Cleric for one day or until slain. | ||||
| Base:800 | ||||
| Summon great nature spirit | ||||
[5.11.23]
| DoM 10) Nature's Wrath | ||||
| Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 ) | ||||
| CT: 5 minutes | R: 2 kilometers @ | D: 24 hours | ST: None | |
| The Cleric calls upon the natural world to attack his/her enemies. This can generate an enchanted forest where all the plants and animals attempt to destroy intruders, or cause quicksand to appear throughout the area, or cause rocks to roll about tripping, breaking shins, etc. | ||||
| Base:1000 | ||||
| Nature attacks. | ||||
[5.11.24]
Nature Tree